Aaron Marks is a professional game composer and author of The Complete Guide to Game Audio, Second Edition: For Composers, Musicians, Sound Designers, Game Developers (Gama Network Series). Aaron’s music can be heard on dozens of game titles, including the ESPN MSL Extra Time Playstation 2 soccer title and online casino/arcade game sound effects and music for several Universal/Vivendi casino websites . His most recent project is music and sound effects for the game bittosHD for Xbox, PS3 and iPhone/iPad. In the following two-part interview, Aaron shares his insights on the current state of the game industry and how songwriters can break into the action. Learn more about Aaron Marks at On Your Mark Music.
How did you get your start in music?
I came from a musical family and was ‘encouraged’ at a young age to play a respectable instrument like the organ… so, in retaliation, I learned the guitar instead! And because any protest should be enthusiastic, I took advantage of my brother’s set and learned the drums too. During my college years, I added piano and bass guitar to the repertoire and eventually moved into engineering and recording. For many years, I was quite content dabbling in different musical styles, learning everything I could about music, composing and recording with no particular direction. I considered scoring for film or television but didn’t really think about it seriously. Essentially it was an overgrown hobby and I was content just doing it for myself.
What made you decide to focus on music for games?
As we all know, ‘gear lust’ is expensive and my little hobby was no exception. It took an ultimatum from my wife to finally stop the insanity, start making some money and have the hobby support itself. I had always wanted to compose for television and film so I headed off in that direction. Along the way I worked in radio, public service announcements and pretty much any ‘music’ job I could find to gain the experience and earn some income.
It actually took a chance meeting with a neighbor to redirect my efforts into games, since it was something I had never really considered on my own. He had just started his own game development company, and coincidentally, had just let his audio guy go. We got to talking and next thing I know I was composing for my first game – it was literally 2 days from the first meeting to working on the first track!
When did you compose your first game soundtrack?
“I, of the Enemy” was the first game I started working on in 1996 for an independent developer. Smaller companies typically have a much slower development cycle, so it wasn’t until 2001 that I wrapped up my efforts and the game was released. Now, that’s not to say that I took 5 straight years to compose the music but I did have plenty of time to get it the way I wanted it. I was also doing sound effects and recording and editing the extensive dialog for the project as well on top of working on other projects during that time.
What is the current state of the game industry? Is it still growing despite the economic slowdown?
Historically, the game industry has done quite well during downturns. People tend to look for distractions from reality and immerse themselves in all forms of entertainment. This time definitely feels different as the slowdown lingers on and works its way into every business, including games. Game companies are like any other business in a recession and do whatever it takes to stay solvent. Streamlining their staffs, sticking with proven franchises and keeping an eye on their bottom line are solid business practices that get them through the hard times. It’s hard to say from my perspective whether the industry is growing but I’m personally feeling the effects and have had to shift gears as well.
Is there still a strong demand for original music?
You bet! Even if a game is utilizing licensed music from established artists, it will still need original music for the opening sequence and front end, menu screens and cinematics. Most games rely on original music from start to finish to establish a unique brand identity, provide the appropriate mood and pacing and help propel the story, for example. So, there is most definitely a strong demand.
Do game soundtracks use full songs?
Certainly. Opening and credit sequences and gameplay are typical areas in a game that can use fully crafted songs. These longer sequences often benefit from the journey a full song can provide. A lot of it though, depends on the needs of the game and how much physical storage space is available for the entire project. One of the ‘tricks’ to save space is to create loops which provide the illusion of a longer piece of music without being too repetitive – so there is often a good amount of loops as well.
How can songwriters break into the game industry?
Believe it or not, getting into the games industry as a creative entity is pretty much like getting into any other industry. You need to have knowledge of the industry, be proficient with your craft, have appropriate business, marketing and networking skills and the absolute will to succeed.
Speaking specifically about the game industry, there are books like my two, “The Complete Guide to Game Audio” and “Game Audio Development”, which go into the industry in great detail. Check out websites like Gamasutra.com, GameAudioForum.com and GameAudioPros on Yahoo! Groups for industry news and specialized forum discussions.
Spend some time in retail stores to see what types of games are popular on the market. Play as many as you can and study their use of music and sound as part of the experience. Attend industry events such as the Game Developers Conferences, SIGGRAPH and E3 (Electronic Entertainment Expo). Get involved with organizations such as The Game Audio Network Guild (G.A.N.G.) and the Interactive Audio Special Interest Group (IASIG) not only for industry information but great networking opportunities. Network with peers and other game development folks, artists, programmers, producers, anyone related to the game industry. Tell EVERYONE about your intentions and market, market, market – make everything a opportunity to market your talents.
I read in your book that you have to love games to write music for them. With that said, does it make sense for non-gamers to even try?
Well, yes and no. Composers and sound designers who are avid gamers have a much better chance understanding how audio enhances a game experience and the intricacies of the process to do it correctly. Anyone who’s played a game knows when the music is working and when it’s not and that’s the kind of knowledge game lovers bring to the creative table.
That’s not to say non-gamers couldn’t do a good job but most developers don’t want to, or have time, to hold their hands. It’s difficult to explain their needs sometimes and having the experience will really be a plus for them and make the composers life less frustrating.
Consider this for a moment. An experienced ‘film’ composer decides to take a leap into games. They’ve got the talent to create top-notch music with many years of film work under their belts. They’re confident and able and may even have a shelf full of awards. But, what happens if the game they have been hired to score is utilizing interactive or adaptive audio? Films are linear in format and their predictability makes scoring for them more straight forward. Game players create their own experience – they can explore as long as they’d like, fight bad guys or run, for example. Most games are never played the exact same way twice. An ‘interactive’ score is designed to be able to keep up with the unpredictable twists and turns and if a developer has to explain all of that, it could spell game over. This common knowledge is a benefit of being a ‘gamer’.
Do you have to have a home recording studio to write music for games? If so, what sort of gear is needed to be competitive?
It’s certainly not a ‘must’ but, unless you’re writing for a live orchestra, it’ll definitely keep the costs of renting recording space down and more money in your pocket! Most game composers have a home studio setup and that can always be augmented by renting studio time when necessary.
As for gear – that all depends on the type of music you compose and record and whatever special talents you bring to the table. I scored a game a couple of months back completely on a laptop using Reason and an Axiom 25 keyboard – and for ‘electro-pop’, that was more than enough gear. Last month, we worked on a project using live drums, percussion, trumpet and guitar as well as sampled instruments. That took a full complement of real instruments, microphones, a mixing board, multi-track software, samples and a wide assortment of plug ins to do – so, you can see that it can run to both extremes as far as equipment is concerned. A typical setup is a decent computer with a capable multi-track program, a sequencer, a sampler and array of instrument samples, plug ins, an audio editor and a midi capable keyboard to compose and perform with. Anything beyond that will depend on your specific talents as a composer/musician and what you can add to be unique.
In part 2 of our interview with Aaron Marks, Aaron talks about the skills you need to be competitive, how to get jobs, and how to get paid. Please leave your thoughts in the comments.






